I like weird elements, but I don't like weird worlds. Sticking to recognizable tropes is highly underrated (and gonzo creativity is overrated) in a game where players are dependent on the DM's powers of description for their sensory perception, and where they can attempt to do anything but will be unable to attempt anything if they don't understand the unspoken rules of the setting. Keeping the basic surroundings familiar ones with familiar rules makes for better gameplay.
But having players meet a character, thing, or (on a limited scale) setting that is completely out of left field makes for some of the most memorable gaming moments.